mirror of
https://github.com/RGBCube/serenity
synced 2025-05-31 11:08:11 +00:00

We don't yet take the spread-distance parameter into account, since we don't have a way to "inflate" the text shadow. Also, I'm not sure if we need to inflate the shadow slightly anyway. Blurred shadows of our pixel fonts seem very faint. Part of this is that a blur of < 3px does nothing, see #13231, but even so we might want to inflate it a little.
177 lines
8.4 KiB
C++
177 lines
8.4 KiB
C++
/*
|
|
* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
|
|
* Copyright (c) 2021-2022, Sam Atkins <atkinssj@serenityos.org>
|
|
*
|
|
* SPDX-License-Identifier: BSD-2-Clause
|
|
*/
|
|
|
|
#include <LibGfx/DisjointRectSet.h>
|
|
#include <LibGfx/Filters/FastBoxBlurFilter.h>
|
|
#include <LibGfx/Painter.h>
|
|
#include <LibWeb/Layout/LineBoxFragment.h>
|
|
#include <LibWeb/Painting/PaintContext.h>
|
|
#include <LibWeb/Painting/ShadowPainting.h>
|
|
|
|
namespace Web::Painting {
|
|
|
|
void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, Vector<ShadowData> const& box_shadow_layers)
|
|
{
|
|
if (box_shadow_layers.is_empty())
|
|
return;
|
|
|
|
auto& painter = context.painter();
|
|
|
|
// Note: Box-shadow layers are ordered front-to-back, so we paint them in reverse
|
|
for (int layer_index = box_shadow_layers.size() - 1; layer_index >= 0; layer_index--) {
|
|
auto& box_shadow_data = box_shadow_layers[layer_index];
|
|
// FIXME: Paint inset shadows.
|
|
if (box_shadow_data.placement != ShadowPlacement::Outer)
|
|
continue;
|
|
|
|
// FIXME: Account for rounded corners.
|
|
|
|
auto fill_rect_masked = [](auto& painter, auto fill_rect, auto mask_rect, auto color) {
|
|
Gfx::DisjointRectSet rect_set;
|
|
rect_set.add(fill_rect);
|
|
auto shattered = rect_set.shatter(mask_rect);
|
|
for (auto& rect : shattered.rects())
|
|
painter.fill_rect(rect, color);
|
|
};
|
|
|
|
// If there's no blurring, we can save a lot of effort.
|
|
if (box_shadow_data.blur_radius == 0) {
|
|
fill_rect_masked(painter, content_rect.inflated(box_shadow_data.spread_distance, box_shadow_data.spread_distance, box_shadow_data.spread_distance, box_shadow_data.spread_distance).translated(box_shadow_data.offset_x, box_shadow_data.offset_y), content_rect, box_shadow_data.color);
|
|
continue;
|
|
}
|
|
|
|
auto expansion = box_shadow_data.spread_distance - (box_shadow_data.blur_radius * 2);
|
|
Gfx::IntRect solid_rect = {
|
|
content_rect.x() + box_shadow_data.offset_x - expansion,
|
|
content_rect.y() + box_shadow_data.offset_y - expansion,
|
|
content_rect.width() + 2 * expansion,
|
|
content_rect.height() + 2 * expansion
|
|
};
|
|
fill_rect_masked(painter, solid_rect, content_rect, box_shadow_data.color);
|
|
|
|
// Calculating and blurring the box-shadow full size is expensive, and wasteful - aside from the corners,
|
|
// all vertical strips of the shadow are identical, and the same goes for horizontal ones.
|
|
// So instead, we generate a shadow bitmap that is just large enough to include the corners and 1px of
|
|
// non-corner, and then we repeatedly blit sections of it. This is similar to a NinePatch on Android.
|
|
|
|
auto corner_size = box_shadow_data.blur_radius * 4;
|
|
Gfx::IntRect corner_rect { 0, 0, corner_size, corner_size };
|
|
Gfx::IntRect all_corners_rect { 0, 0, corner_size * 2 + 1, corner_size * 2 + 1 };
|
|
Gfx::IntRect left_edge_rect { 0, corner_size, corner_size, 1 };
|
|
Gfx::IntRect right_edge_rect { all_corners_rect.width() - corner_size, corner_size, corner_size, 1 };
|
|
Gfx::IntRect top_edge_rect { corner_size, 0, 1, corner_size };
|
|
Gfx::IntRect bottom_edge_rect { corner_size, all_corners_rect.height() - corner_size, 1, corner_size };
|
|
|
|
auto shadows_bitmap = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, all_corners_rect.size());
|
|
if (shadows_bitmap.is_error()) {
|
|
dbgln("Unable to allocate temporary bitmap for box-shadow rendering: {}", shadows_bitmap.error());
|
|
return;
|
|
}
|
|
auto shadow_bitmap = shadows_bitmap.release_value();
|
|
Gfx::Painter corner_painter { *shadow_bitmap };
|
|
auto double_radius = box_shadow_data.blur_radius * 2;
|
|
corner_painter.fill_rect(all_corners_rect.shrunken(double_radius, double_radius, double_radius, double_radius), box_shadow_data.color);
|
|
Gfx::FastBoxBlurFilter filter(*shadow_bitmap);
|
|
filter.apply_three_passes(box_shadow_data.blur_radius);
|
|
|
|
auto left_start = solid_rect.left() - corner_size;
|
|
auto right_start = solid_rect.left() + solid_rect.width();
|
|
auto top_start = solid_rect.top() - corner_size;
|
|
auto bottom_start = solid_rect.top() + solid_rect.height();
|
|
|
|
// FIXME: Painter only lets us define a clip-rect which discards drawing outside of it, whereas here we want
|
|
// a rect which discards drawing inside it. So, we run the draw operations 4 times with clip-rects
|
|
// covering each side of the content_rect exactly once.
|
|
auto paint_shadow = [&](Gfx::IntRect clip_rect) {
|
|
painter.save();
|
|
painter.add_clip_rect(clip_rect);
|
|
|
|
// Paint corners
|
|
painter.blit({ left_start, top_start }, shadow_bitmap, corner_rect);
|
|
painter.blit({ right_start, top_start }, shadow_bitmap, corner_rect.translated(corner_rect.width() + 1, 0));
|
|
painter.blit({ left_start, bottom_start }, shadow_bitmap, corner_rect.translated(0, corner_rect.height() + 1));
|
|
painter.blit({ right_start, bottom_start }, shadow_bitmap, corner_rect.translated(corner_rect.width() + 1, corner_rect.height() + 1));
|
|
|
|
// Horizontal edges
|
|
for (auto y = solid_rect.top(); y <= solid_rect.bottom(); ++y) {
|
|
painter.blit({ left_start, y }, shadow_bitmap, left_edge_rect);
|
|
painter.blit({ right_start, y }, shadow_bitmap, right_edge_rect);
|
|
}
|
|
|
|
// Vertical edges
|
|
for (auto x = solid_rect.left(); x <= solid_rect.right(); ++x) {
|
|
painter.blit({ x, top_start }, shadow_bitmap, top_edge_rect);
|
|
painter.blit({ x, bottom_start }, shadow_bitmap, bottom_edge_rect);
|
|
}
|
|
|
|
painter.restore();
|
|
};
|
|
|
|
// Everything above content_rect, including sides
|
|
paint_shadow({ 0, 0, painter.target()->width(), content_rect.top() });
|
|
|
|
// Everything below content_rect, including sides
|
|
paint_shadow({ 0, content_rect.bottom() + 1, painter.target()->width(), painter.target()->height() });
|
|
|
|
// Everything directly to the left of content_rect
|
|
paint_shadow({ 0, content_rect.top(), content_rect.left(), content_rect.height() });
|
|
|
|
// Everything directly to the right of content_rect
|
|
paint_shadow({ content_rect.right() + 1, content_rect.top(), painter.target()->width(), content_rect.height() });
|
|
}
|
|
}
|
|
|
|
void paint_text_shadow(PaintContext& context, Layout::LineBoxFragment const& fragment, Vector<ShadowData> const& shadow_layers)
|
|
{
|
|
if (shadow_layers.is_empty())
|
|
return;
|
|
|
|
auto& painter = context.painter();
|
|
|
|
// Note: Box-shadow layers are ordered front-to-back, so we paint them in reverse
|
|
for (auto& layer : shadow_layers.in_reverse()) {
|
|
|
|
// Space around the painted text to allow it to blur.
|
|
// FIXME: Include spread in this once we use that.
|
|
auto margin = layer.blur_radius * 2;
|
|
Gfx::IntRect text_rect {
|
|
margin, margin,
|
|
static_cast<int>(ceilf(fragment.width())),
|
|
static_cast<int>(ceilf(fragment.height()))
|
|
};
|
|
Gfx::IntRect bounding_rect {
|
|
0, 0,
|
|
text_rect.width() + margin + margin,
|
|
text_rect.height() + margin + margin
|
|
};
|
|
// FIXME: Figure out the maximum bitmap size for all shadows and then allocate it once and reuse it?
|
|
auto maybe_shadow_bitmap = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, bounding_rect.size());
|
|
if (maybe_shadow_bitmap.is_error()) {
|
|
dbgln("Unable to allocate temporary bitmap for box-shadow rendering: {}", maybe_shadow_bitmap.error());
|
|
return;
|
|
}
|
|
auto shadow_bitmap = maybe_shadow_bitmap.release_value();
|
|
|
|
Gfx::Painter shadow_painter { *shadow_bitmap };
|
|
shadow_painter.set_font(context.painter().font());
|
|
// FIXME: "Spread" the shadow somehow.
|
|
shadow_painter.draw_text(text_rect, fragment.text(), Gfx::TextAlignment::TopLeft, layer.color);
|
|
|
|
// Blur
|
|
Gfx::FastBoxBlurFilter filter(*shadow_bitmap);
|
|
filter.apply_three_passes(layer.blur_radius);
|
|
|
|
auto draw_rect = Gfx::enclosing_int_rect(fragment.absolute_rect());
|
|
Gfx::IntPoint draw_location {
|
|
draw_rect.x() + layer.offset_x - margin,
|
|
draw_rect.y() + layer.offset_y - margin
|
|
};
|
|
painter.blit(draw_location, *shadow_bitmap, bounding_rect);
|
|
}
|
|
}
|
|
|
|
}
|